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<blockquote data-quote="fluffybunbunkittens" data-source="post: 9200986" data-attributes="member: 7037492"><p>Anyway, I'm making a lot of judgement calls on what to include.</p><ul> <li data-xf-list-type="ul">playtest races are fine (well, Gnomes and Tieflings basically didn't change, so they're not needed)</li> <li data-xf-list-type="ul">class changes cannot be done</li> <li data-xf-list-type="ul">subclasses could be done but them and classes are <em>not</em> finished so for running an actual campaign that may be still running when the DnD2024 comes out a year from now, it's easier to just use classes as they are (except push the subclasses to lv3 for all, and implement Eldritch Knight War Magic fix and Wild Magic Sorcerer fix)</li> <li data-xf-list-type="ul">weapon mastery: I could include these in the description of individual weapons, but as you cannot add Actions (or even notes that'd be visible on the main page!) to weapons, I'm just going to have the players cross-reference a pinned note on Discord</li> <li data-xf-list-type="ul">starting feats! This makes me pause, because I fear the playtest ones' power leads to obvious picks (okay, we want an armored wizard, someone with Alert to make the Wizard go early, and someone with Musician to make the Human with free inspiration feel bad). I wish they were more flavor picks, but if I replace them with the bad feats that normally don't get picked, then Human racial extra feat becomes a lot worse... and we're here to playtest, so let's find out what happens (except for Lightly Armored - let's put in you get the shield if you have light armor prof already, otherwise you don't)</li> <li data-xf-list-type="ul">later feats! we don't have all the feats (at least one would hope so), and Drakkenheim gives people extra feat picks (for finishing personal quest, allying with a faction), so I'll just go with mostly standard feats (leave the good ones like Polearm Master or Warcaster as is, give the worse feats the +1 to stat, see if that changes anything)</li> <li data-xf-list-type="ul">ban obvious stuff (Elven Accuracy with so much inspiration and Vex around, Hexblade) - to my surprise I'm going to leave Guidance in, as the 1/long rest version, only because we're here to test stuff</li> </ul></blockquote><p></p>
[QUOTE="fluffybunbunkittens, post: 9200986, member: 7037492"] Anyway, I'm making a lot of judgement calls on what to include. [LIST] [*]playtest races are fine (well, Gnomes and Tieflings basically didn't change, so they're not needed) [*]class changes cannot be done [*]subclasses could be done but them and classes are [I]not[/I] finished so for running an actual campaign that may be still running when the DnD2024 comes out a year from now, it's easier to just use classes as they are (except push the subclasses to lv3 for all, and implement Eldritch Knight War Magic fix and Wild Magic Sorcerer fix) [*]weapon mastery: I could include these in the description of individual weapons, but as you cannot add Actions (or even notes that'd be visible on the main page!) to weapons, I'm just going to have the players cross-reference a pinned note on Discord [*]starting feats! This makes me pause, because I fear the playtest ones' power leads to obvious picks (okay, we want an armored wizard, someone with Alert to make the Wizard go early, and someone with Musician to make the Human with free inspiration feel bad). I wish they were more flavor picks, but if I replace them with the bad feats that normally don't get picked, then Human racial extra feat becomes a lot worse... and we're here to playtest, so let's find out what happens (except for Lightly Armored - let's put in you get the shield if you have light armor prof already, otherwise you don't) [*]later feats! we don't have all the feats (at least one would hope so), and Drakkenheim gives people extra feat picks (for finishing personal quest, allying with a faction), so I'll just go with mostly standard feats (leave the good ones like Polearm Master or Warcaster as is, give the worse feats the +1 to stat, see if that changes anything) [*]ban obvious stuff (Elven Accuracy with so much inspiration and Vex around, Hexblade) - to my surprise I'm going to leave Guidance in, as the 1/long rest version, only because we're here to test stuff [/LIST] [/QUOTE]
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